godot/core/debugger/remote_debugger.h

116 lines
4.8 KiB
C++

/*************************************************************************/
/* remote_debugger.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef REMOTE_DEBUGGER_H
#define REMOTE_DEBUGGER_H
#include "core/debugger/debugger_marshalls.h"
#include "core/debugger/engine_debugger.h"
#include "core/debugger/remote_debugger_peer.h"
#include "core/object/class_db.h"
#include "core/string/string_name.h"
#include "core/string/ustring.h"
#include "core/variant/array.h"
class RemoteDebugger : public EngineDebugger {
public:
enum MessageType {
MESSAGE_TYPE_LOG,
MESSAGE_TYPE_ERROR,
};
private:
typedef DebuggerMarshalls::OutputError ErrorMessage;
class MultiplayerProfiler;
class PerformanceProfiler;
Ref<MultiplayerProfiler> multiplayer_profiler;
Ref<PerformanceProfiler> performance_profiler;
Ref<RemoteDebuggerPeer> peer;
struct OutputString {
String message;
MessageType type;
};
List<OutputString> output_strings;
List<ErrorMessage> errors;
int n_messages_dropped = 0;
int max_errors_per_second = 0;
int max_chars_per_second = 0;
int max_warnings_per_second = 0;
int n_errors_dropped = 0;
int n_warnings_dropped = 0;
int char_count = 0;
int err_count = 0;
int warn_count = 0;
int last_reset = 0;
bool reload_all_scripts = false;
// Make handlers and send_message thread safe.
Mutex mutex;
bool flushing = false;
Thread::ID flush_thread = 0;
PrintHandlerList phl;
static void _print_handler(void *p_this, const String &p_string, bool p_error);
ErrorHandlerList eh;
static void _err_handler(void *p_this, const char *p_func, const char *p_file, int p_line, const char *p_err, const char *p_descr, bool p_editor_notify, ErrorHandlerType p_type);
ErrorMessage _create_overflow_error(const String &p_what, const String &p_descr);
Error _put_msg(String p_message, Array p_data);
bool is_peer_connected() { return peer->is_peer_connected(); }
void flush_output();
void _send_stack_vars(List<String> &p_names, List<Variant> &p_vals, int p_type);
Error _profiler_capture(const String &p_cmd, const Array &p_data, bool &r_captured);
Error _core_capture(const String &p_cmd, const Array &p_data, bool &r_captured);
template <typename T>
void _bind_profiler(const String &p_name, T *p_prof);
Error _try_capture(const String &p_name, const Array &p_data, bool &r_captured);
public:
// Overrides
void poll_events(bool p_is_idle);
void send_message(const String &p_message, const Array &p_args);
void send_error(const String &p_func, const String &p_file, int p_line, const String &p_err, const String &p_descr, bool p_editor_notify, ErrorHandlerType p_type);
void debug(bool p_can_continue = true, bool p_is_error_breakpoint = false);
explicit RemoteDebugger(Ref<RemoteDebuggerPeer> p_peer);
~RemoteDebugger();
};
#endif // REMOTE_DEBUGGER_H